View Full Version : Fluids not rendering properly
Aikiman 10-09-2006, 10:36 PM I have a scene with an explosion that is created using two fluid shapes. The main explosion uses the standard Maya fluid shape node the other fluid shape is mapped to some cloudy particles much like the Overburn method. The problem is that the software renderer renders the traditional fluid in front of the mapped particles even when those particles should be in front of the fluid. Does anyone know how to correct this?
[sorry about the double post, but nobody in the rendering section has an answer by the looks.]
thanks
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apoc519
10-10-2006, 02:10 AM
Im pretty sure you have to turn up the volume shading samples. That will probably kill your render times though
Aikiman
10-10-2006, 02:28 AM
I can see the volume samples in mentalray but where are they in software? would that be the 'particle' input?
apoc519
10-10-2006, 03:35 AM
not sure. I know theres a volume samples override setting in the fluids settings
Aikiman
10-10-2006, 06:33 AM
excellent that works, just adjusting the samples on the standard fluid depth sorts both, thanks a lot apoc ;)
Aikiman
10-11-2006, 06:17 AM
apoc, I want to make seperate passes for the fluid and the particle fluids but cant seem to make it work. I tried changing the fluid's opacity to black hole so it would block out where it needs to on the particle pass in alpha but it has only worked in RGB meaning I have a big black hole in RGB and not in alpha, any ideas?
thomwickes
03-24-2007, 01:48 PM
just stumbled across this thread...
Aikiman - did you manage to get this working in the end? if so, how?!
apoc519
03-24-2007, 11:49 PM
sorry Aikiman I never saw your followup. Ive done passes like that before by just shading one fluid white and the other black then using the luminance as a matte. It sucks but ive not found another way
Aikiman
03-28-2007, 08:40 AM
No I didn't find a solution but apocs is probably the closest you will get to getting want you want.
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